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Pengaruh Penggunaan Game Edukatif Berbasis Baamboozle terhadap Motivasi Belajar Siswa pada Pembelajaran IPAS Kelas IV SD Inpres 3 Talise Ketut Katrin; Zulnuraini Zulnuraini; Asriani Asriani; Azizah Azizah; Putriwanti Putriwanti
Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI) Vol. 6 No. 2 (2026): Jurnal Pendidikan dan Pembelajaran Indonesia (JPPI), 2026 (2)
Publisher : Yayasan Pendidikan Bima Berilmu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53299/jppi.v6i2.3976

Abstract

Penelitian ini mengkaji korelasi antara penggunaan Baamboozle sebagai alat pembelajaran berbasis permainan dan motivasi belajar siswa kelas IV IPAS di SD Inpres 3 Talise. Dengan menggunakan pendekatan kuantitatif, penelitian ini mengikuti desain Quasi-Experimental. Penelitian ini melibatkan 50 siswa yang dibagi menjadi dua kelompok : 25 siswa dari Kelas IV A ditunjuk sebagai kelompok eksperimen, sementara 25 siswa dari Kelas IV B bertindak sebagai kelompok kontrol. Data dikumpulkan menggunakan kuesioner motivasi belajar siswa yang telah tervalidasi dan terpercaya. Setelah uji validitas, tiga item dibuang, sehingga tersisa 17 pertanyaan yang valid. Uji reliabilitas selanjutnya menghasilkan nilai Cronbach's Alpha sebesar 0.863, yang menunjukkan konsistensi internal yang tinggi di antara item-item tersebut. Analisis statistik termasuk uji normalitas dan homogenitas, uji hipotesis, serta perhitungan N-Gain dilakukan menggunakan SPSS 25. Uji prasyarat menunjukkan bahwa data terdistribusi secara normal, dengan uji homogenitas mengonfirmasi varians yang konsisten di antara kelompok sampel. Dalam penilaian pasca-tes, kelas eksperimen yang menerima instruksi yang diperkaya dengan permainan berbasis Baamboozle mencapai skor rata-rata 64,52, dibandingkan dengan rata-rata kelas kontrol sebesar 53,48. Nilai p yang dihitung sebesar 0.000 dari uji t sampel independen menunjukkan adanya perbedaan yang secara statistik signifikan antara hasil kedua kelompok. Akibatnya, Hₐ diterima, dan H₀ ditolak. Temuan ini menunjukkan bahwa pengintegrasian permainan edukatif berbasis Baamboozle secara signifikan meningkatkan motivasi siswa dalam pembelajaran IPAS di kelas IV SD Inpres 3 Talise. Sifat interaktif dan menarik dari permainan ini menciptakan lingkungan kelas yang lebih menyenangkan, secara efektif merangsang motivasi intrinsik dan partisipasi siswa.
The Effect of Using Quizizz Learning Media to Improve Student Learning Outcomes in Science in Grade V SDN 2 Sindue Tobata Zain Rahmat Mudzakir; Sinta Satria Dewi Pendit; Sisriawan Lapasere; Abdul Rahman; Putriwanti Putriwanti
Journal of Educational Sciences Vol. 10 No. 8 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.8.p.844-858

Abstract

The integration of digital learning media has become an important strategy for improving student engagement and learning outcomes in elementary education. However, the use of game-based learning platforms such as Quizizz remains limited in elementary science classrooms. This study aimed to examine the effect of Quizizz learning media on the science learning outcomes of fifth-grade students at SDN 2 Sindue Tobata. A quantitative pre-experimental approach using a One Group Pretest–Posttest Design was employed. The participants consisted of 20 fifth-grade students selected through saturated sampling. Data were collected using validated achievement tests and analyzed through descriptive statistics, the Shapiro–Wilk normality test, the Paired Sample t-test, and the normalized gain (N-Gain) test. The findings indicate that Quizizz significantly improved students' science learning outcomes while increasing their motivation, participation, and engagement during classroom activities. The learning improvement reached a moderate level of effectiveness, demonstrating that Quizizz is an effective digital learning medium. This study provides empirical evidence supporting the integration of game-based learning media to promote student-centered science learning in elementary schools.
The Effect of the Inquiry-Based Learning Model on Students’ Learning Outcomes in Science with the Aid of Video Media in the Fourth Grade at SDN Petapa Miftahul Janna; Nuraini Nuraini; Putriwanti Putriwanti; Sinta Satria Dewi Pendit
Journal of Educational Sciences Vol. 10 No. 9 (2026): Journal of Educational Sciences
Publisher : FKIP - Universitas Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31258/jes.10.9.p.441-453

Abstract

This study aims to determine the effect of the guided inquiry learning model assisted by video media on students’ learning motivation and learning outcomes in Science subjects in Grade IV of SDN Petapa. The background of this research is the low learning motivation of students and the suboptimal use of instructional media in Science learning. The research employed a quasi-experimental method with a Control Group Design, involving two classes: an experimental class that received the guided inquiry model assisted by video media, and a control class that received conventional instruction. Data were collected using a learning motivation questionnaire that had passed validity and reliability testing. The results showed a significant increase in the posttest scores of the experimental class compared to the control class. The paired sample t-test obtained a significance value of 0.000 < 0.05, indicating that the guided inquiry learning model assisted by video media has a significant effect on improving students’ learning motivation. The use of video media helps students understand Science concepts more concretely, attractively, and easily, while the inquiry approach encourages students to actively engage in investigative and discovery-based learning processes.
Development of a Contextual Coastal Environment-Based Science Learning Package as a Learning Resource at SDN 22 Palu Asriani; Putriwanti; Eva Setya Rini; Roberto Rolly Bulalong
Lambda: Jurnal Ilmiah Pendidikan MIPA dan Aplikasinya Vol. 6 No. 3 (2026): Lambda
Publisher : Lembaga Bale Literasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58218/lambda.v6i3.4897

Abstract

This study aims to develop a Contextual Science Learning Package Based on Coastal Environment as a learning resource for elementary school students at SDN 22 Palu through the 4-D development model (Define, Design, Develop, Disseminate), and to examine its feasibility based on three criteria: validity, practicality, and effectiveness. The field trial employed a quasi-experimental Nonequivalent Control Group Design involving 27 students in the experimental class and 26 students in the control class. Data were collected through expert validation sheets, teacher and student response questionnaires, learning outcome tests (pretest-posttest), and science process skills (SPS) observation sheets, then analyzed descriptively and inferentially (t-test, Wilcoxon, and Mann-Whitney U). The results showed that the learning package was categorized as Very Valid (average 96.04%), Very Practical (combined average 88.86%), and Effective in improving students’ science learning outcomes, evidenced by a significant difference in posttest scores and N-Gain between the experimental class (N-Gain 0.514, Medium category) and the control class (N-Gain 0.224, Low category) at a significance level below 0.05. Students’ science process skills in the experimental class also improved significantly after the coastal environment exploration activity. The developed learning package is declared feasible for use as a contextual science learning resource in coastal-area elementary schools.
Pembelajaran Kreatif Berbasis Kearifan Lokal melalui Lagu Daerah dengan Metode Solfegio Yun Ratna Lagandesa; Putriwanti; Eva Setya Rini; Muslim AR
Gayatri : Jurnal Pengabdian Seni dan Budaya Vol. 4 No. 2 (2026): Oktober
Publisher : Sekolah Tinggi Kesenian Wilwatikta (STKW) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20111/gayatri.v4i2.88

Abstract

Learning at SD Negeri 4 Dolo has not yet optimally utilized regional songs as creative learning media based on local wisdom. Teachers also have limited skills in reading numbered musical notation, recognizing musical scales, and applying musical exercises using the solfeggio technique. In this activity, creative learning is defined as learning that utilizes regional songs as contextual media and engages teachers in developing learning materials, connecting song lyrics with cultural values and character education, and practicing pitch and rhythm elements. Meanwhile, solfeggio is used as a musical training technique to help teachers recognize, read, imitate, and sing pitch patterns accurately. This community service program aimed to improve teachers’ competence in developing creative learning based on local wisdom through the use of regional songs. The program was implemented through socialization, training, demonstrations, numbered-notation exercises, pitch and rhythm exercises using the solfeggio technique, learning-material development, mentoring, and reflection. The partner was SD Negeri 4 Dolo, involving 18 teachers. Evaluation was conducted through pre- and post-training questionnaires, observation of musical practice, assessment of learning materials, and participant reflection. The results showed that the teachers’ mean comprehension score increased from 2.19 to 3.50, representing a 59.82% improvement. Musical practice skills using the solfeggio technique reached 83.85%, categorized as very good. The teachers were able to read simple numbered musical notation, follow pitch and rhythm patterns, and use the Central Sulawesi regional song “Mangendoka” as a creative and contextual learning medium.
Kepemimpinan Strategis Kepala Sekolah dalam Mewujudkan Lingkungan Belajar yang Aman dan Menyenangkan di Sekolah Dasar Indonesia Yefania Theresya; Rizal Rizal; Pahriadi Pahriadi; Herlina Herlina; Putriwanti Putriwanti
Journal of Education Research Vol. 7 No. 3 (2026)
Publisher : Perkumpulan Pengelola Jurnal PAUD Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37985/jer.v7i3.4201

Abstract

Lingkungan belajar yang aman dan menyenangkan merupakan kondisi penting bagi efektivitas pendidikan, namun sekolah masih menghadapi tantangan dalam memenuhinya secara konsisten. Penelitian ini bertujuan menganalisis manajemen strategi kepala sekolah dalam menciptakan lingkungan belajar yang aman dan menyenangkan di sekolah dasar. Pendekatan deskriptif kualitatif dengan desain studi kasus digunakan, melibatkan 1 kepala sekolah, 1 guru, dan 27 peserta didik. Data dikumpulkan melalui observasi, wawancara, angket, dan dokumentasi, lalu dianalisis melalui reduksi data, penyajian data, dan verifikasi kesimpulan. Hasil menunjukkan manajemen strategi kepala sekolah berkategori sangat tinggi (87,83%), dengan keamanan fisik 87,03%, lingkungan sosial 88,33%, dan lingkungan psikologis 88,14%. Strategi diimplementasikan melalui perumusan, pelaksanaan, dan evaluasi berbasis Rapor Pendidikan, didukung program kolaboratif, budaya 5S Plus, dan pencegahan bullying. Kepemimpinan strategis berbasis kolaborasi dan evaluasi berkelanjutan terbukti memperkuat iklim sekolah yang positif.